Introduction
It is quite likely that several players and storytellers have created their own house-rules for cybernetic augmentation in the White Wolf World of Darkness series of games, and Im one of them. This is my addition of bionics and the benefits and disadvantages of the same to the World of Darkness, and I have called it, not surprisingly, BORG (which is an abbreviation of Cyborg). The more observant of you will probably recognise the upgrades as adaptions of those in the Shadowrun book.
Background
The characters will have been, or might even still work for, a secret government, military or corporate agency that uses bionics and cybernetics to augment their field agents.
Different types of character exist. The military would concentrate on bionics that enhance a persons combat abilities while a government agency might go for the more subtle cybernetic enhancements that enable increases in less combat-orientated abilities. A corporate cyborg might be a mix of the two, with security and industrial espionage being the prime candidates for the bionic and cybernetic augmentation of corporate agents.
Character Creation
Firstly, the player must find out if their storyteller will allow a BORG character into his chronicle. If the game is Garou orientated, the BORG could be considered a threat, especially if the character is currently on the run from Pentex, or one of its subsidiaries.
A character is created just like any other WOD character, with Attributes generated using 7 dots primary, 5 dots secondary and 3 dots tertiary (one dot in every attribute to begin with), and the usual 13/9/5 share for abilities. Characters are created using a Mortals character sheet, or the sheet supplied, and they will have the three Virtues, with 7 points chared out amongst them (again, one point in each to start) and the accompanying Humanity and Willpower, calculated in the usual way. All characters gain the skill ability of Bionics/Cybernetics Repair automatically with one dot in it.
Once these figures are sorted out, the character should decide on what backgrounds they have. The backgrounds that are applicable for BORG characters are Allies, Contacts, Fame, Influence, Mentor (see below for more information about this background), Resources, and the new background of Bionics. Players have 10 background points to distribute.
Allies. Contacts, Fame, Influence and Resources work in the same basic way as in other WOD games, but Mentor works a little differently, as it represents both a person who looks after the character and knows the ins-and-outs of bionics and cybernetics, and is therefore the main source of repairs (An ally can do the same, but will probably want paying for the work).
A lowly technician, this person can only repair systems that the character already has. If any system is completely destroyed, she cannot replace it. Repairs take 2 days (at 12 hours per day) per dot value of the system.
The mentor is a senior technician or junior engineer that is/was on the bionics project, and can readily make simple repairs and replace bionic systems,although cybernetic systems can only be repaired. Repairs take 1 day (at 12 hours per day) per dot value of the system.
This engineer has all the training needed to both repair and replace bionic and cybernetic implants. Repairs will take 6 hours per dot value of the system. She can replace any systems, and can make modifications to the system in 1 hour per modification (information is given below for the types of modifications possible for each system).
The mentor is/was one of the scientists responsible for the project, and can make repairs and replacements in just 3 hours per dot value of the system. She has facilities and/or the skill to make any modifications in just half an hour per modification, and can build entirely new cybernetic implants and bionic systems.
This is the scientist who was most responsible for the entire project. She is the best trained and can completely alter the characters abilities within a few hours. In fact, she will have replacement parts ready to be applied with repairs taking just 1 hour per point value, and a complete replacement taking less than 15 minutes. Modifications are made in just one minute per modification. As long as the characters brain is kept alive, the mentor can rebuild them.The other background is Bionics, which is one of the most important parts of a BORG character. This generates the number of BORG points that she will have to spend on bionic systems and cybernetic implants.
50 Points.
100 Points.
200 Points.
300 Points.
500 Points.Players select their characters bionic and/or cybernetic modifications from the list below. They are listed as a description, type of augmentation (C for Cybernetic or B for Bionic), the cost of the enhancement and a short description. Cybernetic systems are mostly hidden, with little chance of them being identified as false, short of a detailed medical examination. Bionic systems are much more readily identified as artificial, such as replacement limbs, dermal armour, etc.
HEAD SYSTEMS
Chip Socket, C, 5: A specially designed interface that allows the character to connect a skill enhancement or data chip, called SkillSim chips.
Data Socket, C, 3: A simple data connection socket that allows the character to connect an internal computer to an external one.
Radio, C, 4/2: A digital transceiver/receiver (lower price for receiver only) that covers all normal radio bands. The character must talk to use it, but can do so in inaudible tones. The receiver has the same range as a hand scanner, while the transceiver has the range of a CB-Radio (around 10-20km, depending on conditions).
Telephone, C, 4: A high quality, digital network phone that is useable in most countries (GSM networks).
EAR SYSTEMS
Sound Damper, C, 3: This enhancement will prevent the character from suffering the effects of particularly loud noises, such as flash-bang grenades and heavy metal rock concerts (only kiddin all you Iron Maiden and Metallica fans out there ).
High/Low Frequency, C, 3/5: With the use of this system, the character can hear in the frequencies higher and/or lower than those of normal humans. Its a good idea to get both systems, as it only costs 5 points, rather than waiting for afterwards where it will cost 3 points for each system. High frequencies include all ultrasonic sounds, such as dog whistles and movement, while low freequencies cover the subsonics, such as ground and air vibrations.
Sound Recorder, C, 7: The character can record and playback internally sounds up to 60 minutes in length. A Data Socket will allow downloading to a computer.
EYE SYSTEMS
Digital Camera, C, 5: The eye can be used to take up to 12 high resolution photographs (800x600 dots for those who know what Im on about). This data can be downloaded via a Data Socket, or viewed internally.
Flash Compensator, C, 2: Looking into the Sun, or seeing past a flare is no problem with one of these add-ons. Additional systems will need their own Flash Compensator.
Night Vision, C, 3: This works in an identical way to the Vampire Protean 1 power Gleam of Red Eyes.
Thermal Vision, C, 3: When the light fails completely, switch to using heat vision. A Flash Compensator is advised to avoid being blinded by buring buildings other large heat sources.
Bomb Brain, C, 50: For those organisations that really must not let any information into the hands of their compeditors or as a particularly sadistic assassination weapon, the Bomb Brain is excellent. A powerful explosive device is implanted into the subject, and is set up to be triggered either by the subject, a radio signal, or with the use of a Chip Socket, through a predetermined set of thoughts (Im captured theres no escape Ive been pumped full of Sodium Pendathol (a truth drug) Im trapped! BOOOOM!!!). They are normally set up to explode if tampered with, and might well go off in the case of a sharp blow to the head. This is considered to be a 5 point flaw for a BORG character, if you hadnt worked it out yet.
Internal Computer, C, 2/5/10: The three computers that are available are the equivalent of a Personal Digital Assistant (PDA) for 2 points, a normal PC for 5 points and a multiprocessing powerhouse for 10 points. A 2 point computer can only run internal software, and cannot access external systems except for simple uploads and downloads. Difficulty to hack into this computer is a mere 6. A 5 point system can run software written for normal PCs, can act as the terminal for an external monitor, and gives the character one extra dice in Computer. hacking into these will need an 7 or more. A 10 point computer has all the power required for taking on mainframes and A.I. computers, as well as the 5 point facilities, and gives the character 2 extra dice in Computer, or 4 when hacking into another system. Trying to hack into a 10 point computer carries a difficulty of 8.
Computer Shielding, C, 2: In the event of a nuclear blast, or other freak elecromagnetic pulse, a computer can be reduced to worthless components. Protect it with some shielding.
Retinal Display, C, 1: An internal computer is pretty hopeless if the character cant see any data, so a Retinal Display is a must. 10 point computers come with one of these as standard.
Security System, C, 1: To prevent any sneaky computer hackers from diving into their own computers, a BORG should consider this upgrade. It adds 2 to the difficulty of a hackers Computer or Hacking roll.
SimSkill Chips, C, varies: A corporate or government espionage agent might well need to know a skill that she doesnt currently have, so the development of SimSkill Chips is a particular bonus to those fields of BORG use. For a wide-ranging ability (Drive, Security, Medicine) each dot costs 2 points, with a limit to 3 dots, plus 1 point for the chip. A specialisation chip (Cars, Lockpicking, Surgery) must then be installed, at 3 points per dot over 3, up to a maximum of 5 dots. A concentration on one particular item (Porsche 911, Yale door locks, Heart Transplants) can be purchased at 4 ppoints per dot over 5, up to a limit of 8 dots. Languages are much simpler, costing 3 points for each language. Up to 5 languages can fit onto one chip.
BODY SYSTEMS
Dermal Armour, C/B/B, 6/15/45: Three different levels of body armour are available. The first, costing 6 points, is undetectable except by a thorough medical exam. This is cybernetic in nature. The second, costing 15 points, makes the character bulky, and is noticeable when the character is wearing form-fitting clothing or her skin is quite exposed. The third, at 45 points, is about as subtle as a ten-tonne truck, and is noticeable as robotic-style armour, or metallic skin. A trenchcoat might hide it, but the character shouldnt depend on it. The 6 point armour gives the character 2 successes on non-aggravated soak rolls. 15 point armour gives the character 4 successes, 2 of which can be used to soak aggravated damage, and 45 point armour gives the BORG a massive 7 automatic successes, all counting against aggravated damage.
Air Filter, C, 15: The BORG has an internal filtration system that removes dangerous gases and particles from the air. The character will not be affected by such ariborne attacks. This does not gases which attack through the skin.
Gill Implants, CB, 10: These cybernetic gills will allow the BORG to breath indefinitely while underwater. They are only noticeable when in use, or during a thorough medical examination.
Toxin Filter, C, 10: Toxins that attack the blood or nervous system can be fought with this filter. Giving the character 4 extra dice in their soak roll, this implant can work well against any form of toxin or poison.
Finger-Box, C, 3: An excellent hiding place for poisons, microfilm, microchips, etc, the Finger-Box is a small compartment that replaces the tip of one of the BORGs real or bionic fingers.
Razor Nails, C, 5/9: Costing 5 points for fixed, or 9 points for retractable versions, Razor Nails are nasty 1cm long additions to a BORGs digits. A manicurists nightmare, they do Str+1 damage in combat.
Hand Blades, B/C, 7/11: Unless they want to scare the living daylights out of passers by, a BORG should spend the 11 points to get retractable hand Blades. The cost is for one hand, and is either a pair of 30cm long blades that project from the wrist (Dam: Str+3, Diff: 7) or three 10cm knives that retract into the lower knuckle area of the hand (Dam: Str+2, Diff: 6).
Bionic Arms, B, 25 pr: These obvious replacements are usually metallic, but sometimes made of advanced ceramics and polymer alloys. There has been no attempt at hiding the fact that the limbs are mechanical replacements. These begin with a Strength and Dexterity of 2, but can be increased at 10 points per Strength dot, and 15 points per Dexterity dot. These increases cover each pair of limbs. Maximum dots for Strength and Dexterity are 10 and 6 respectively. Bionic arms always have 2 automatic successes when soaking any damage.
Cybernetic Arms, C, 50 pr: Of a far higher quality than bionic systems, the cybernetic limb is a mixture of advanced alloy skeletal structures, polyalloy muscles and tough,.but realistic synthetic skin. They cannot be detected except during a thorough medical exam. These also begin with Strength and Dexterity at 2 dots, but can be increased at 15 points per Strength dot, and 10 points per Dexterity dot. These increases cost each pair of limbs. Maximum dots for Strength and Dexterity are 9 and 7 respectively. Cybernetic arms gain 1 automatic success when soaking damage.
Reinforced Spine, C, 50: A BORG with 6 or 7 dots in Strength cannot lift a car because their limbs would be ripped out of their respective sockets. A special frame to reinforce and redirect the forces of the bionic and/or cybernetic limbs must be included, otherwise the strength dots will only count for combat and other similar strength effects. This upgrade gives the BORG two extra bruised health levels.
Bionic Legs, B, 30 pr: Bionic legs are as obvious as bionic arms, unless the BORG is wearing trousers (pants, for the American reader). Bionic legs start off with 2 dots in both Strength and Dexterity, and can be enhanced just like bionic arms. Maximums are also the same. Also, every dot in a bionic or cybernetic legs dexterity is 15mph running speed (5 dots=75mph). Bionic legs gain 2 extra successes when soaking any damage.
Cybernetic Legs, C, 60 pr: These legs have the same advantages as Cybernetic Arms, with the same limits. Cybernetic legs gain 1 automatic success when soaking damage.
Cybernetic Muscles, C, 40: This is the cost, per dot of strength and dexterity, to have the entire BORGs more obvious muscle tissue (arms, legs, etc) replaced by a polyalloy replacement. All of the natural functions of muscles are duplicated by artificial glands and secretion sacs. The BORG must have the Reinforced Spine upgrade to have this enhancement. Speed benefits are the same as for replaced legs, Strength and Dexterity both start off at 2 dots, and are limited to a maximum of 7. Cybernetic Muscles give the character 2 extra dice in all Stamina rolls, including aggravated soak rolls.
Neural Port, C, 25: If the character has an on-board computer, she can use her own mind as the data buffer, moving as fast as thought through the digital superhighways, and having the benefit of intelligent direction, rather than mathmatical algorithms to guide their way. The advantages of a Neural Port are that the BORG gains 3 extra dice to use on any computer roll that involves outwitting a computer opponent, be it an encryption program, an elecronic lock or a chess game. The disadvantage of a Neural Port are that the brain of the BORG is susceptible to attack by those same types of opponent. Just imagine the effect a destructive computer virus could have on a persons mind. If the BORG wants one of these, they should certainly invest in a Security System as well.
SimSkill Cable, C, 10: Each dot of an active skill, such as Driving, Firearms, Acrobatics, etc, needs a level of SimSkill Cable, without which the BORG cannot get her muscles to react correctly to her SimSkill Chips. This is only required if the BORG has organic limbs (i.e., her own flesh and blood ones). As long as the BORG has enough dots to allow the highest value of SimSkill Chip being used, she can use the one SimSkill Cable.
Smartgun Link, C, 10/25: Shooting a target isnt particularly easy when the majority of WOD targets are other living opponents. The Smartgun Link is a two-part system. The cybernetic part is a small pad in the palm of the hand, and a crosshair display on the BORGs Retinal Display (you did get one didnt you?). With a known weapon, the BORG gets her -2 difficulty to her firearm difficulties immediately, whilst a weapon not previously fired, or used by another person, will need to be zeroed-in (5-10 minutes of time needed to do this properly). Once the weapon has been zeroed-in the character can use that particular weapon whenever they want with the -2 bonus. For example: A BORG draws her own Desert Eagle .44 Magnum autopistol. She gains her -2 bonus. If she picked up any other Desert Eagle, or any other firearm, she would need to spend time zeroing-in the weapon.
Having a Smartgun Link in each hand (costing the 25 points rather than 10) will enable the BORG to use two guns at once, firing at the same target with no penalty, and firing at different targets within her field of vision at a +1 difficulty (this still meaning that she has a -1 bonus to difficulty rolls!).
Voice Synth, C, 20/40: There are two types of Voice Synth implants. The first, for 20 points, gives the BORG the vocal ability of the best impersonators and bird callers, with an automatic 4 dots in disguise for vocal impersonations, which can be important when trying to pass through voice-activated security. The second, costing 40 points, as all the abilities of the 20 point synth, and the ability to play back any audio recordings that the character made using a Sound Recorder ear, or recorded onto an internal computer.
Reflex Boost, C, 60: This powerful upgrade enhances the characters reflexes using a mixture of cybernetic hardware and artificial adrenaline injectors implanted in the chest. The BORG enjoys one extra dice per boost level in any task rolls involving reflexes, such as dodging, catching and initiative rolls. The booster chemicals need to be topped up every 3-6 weeks, depending on usage.
If you want a character sheet for this character type,
click here
(it is in Word 6.0 format)